From: Joe Van Dyk Date: 2005-12-13T14:14:49+09:00 Subject: Re: Accessing C structures in Ruby On 12/12/05, Joe Van Dyk wrote: > On 12/12/05, Eero Saynatkari wrote: > > Joe Van Dyk wrote: > > > (I've already looked at Swig, btw. I'd like to do this one by hand.) > > > > > > I have the following: > > > > > > typedef struct { > > > double x; > > > double y; > > > double z; > > > } VelocityRecord; > > > > > > typedef struct { > > > double x; > > > double y; > > > double z; > > > } PositionRecord; > > > > > > typedef struct { > > > int id; > > > int type; > > > PositionRecord position; > > > VelocityRecord velocity; > > > } Player; > > > > > > Player Players[10]; > > > > > > > > > The number of Players is fixed ahead of time. I want to be able to > > > access that data from Ruby. Ideally, something like: > > > > > > module Simulation > > > attr_accessor :players # Other stuff will be here > > > class Player > > > class VelocityRecord > > > attr_accessor :x, :y :z > > > end > > > class PositionRecord > > > attr_accessor :x, :y, :z > > > end > > > end > > > end > > > > My typical recommendation is to just wrap a pointer to > > the struct and pass that around. Then, for each method > > just extract the pointer, access the correct field and > > generate a VALUE out of that (inside the function that > > corresponds to the method). > > Can you share more details? Is that essentially what I've done in my > later posts on this? Here's what I have so far. Seems to work well: #include "ruby.h" #include "simulation.h" VALUE get_frame_count(VALUE self) { return INT2NUM(HIFEN2_Count); } VALUE get_mission_time(VALUE self) { return INT2NUM(HIFEN2_Mission); } VALUE get_max_players(VALUE self) { return INT2NUM(MAX_PLAYERS); } VALUE player_new(VALUE self, VALUE rb_i) { int i = NUM2INT(rb_i); return Data_Wrap_Struct(self, NULL, NULL, &Players[i]); } Player* get_player(VALUE self) { Player *p; Data_Get_Struct(self, Player, p); return p; } VALUE get_player_id(VALUE self) { return INT2NUM(get_player(self)->id); } VALUE get_player_x_pos(VALUE self) { return rb_float_new(get_player(self)->position.x); } VALUE get_player_y_pos(VALUE self) { return rb_float_new(get_player(self)->position.y); } VALUE get_player_z_pos(VALUE self) { return rb_float_new(get_player(self)->position.z); } VALUE get_player_x_vel(VALUE self) { return rb_float_new(get_player(self)->velocity.x); } VALUE get_player_y_vel(VALUE self) { return rb_float_new(get_player(self)->velocity.y); } VALUE get_player_z_vel(VALUE self) { return rb_float_new(get_player(self)->velocity.z); } VALUE cSimulation; VALUE cPlayer; void Init_Sim() { cSimulation = rb_define_class("Simulation", rb_cObject); rb_define_method(cSimulation, "frame_count", get_frame_count, 0); rb_define_method(cSimulation, "mission_time", get_mission_time, 0); rb_define_method(cSimulation, "max_players", get_max_players, 0); cPlayer = rb_define_class("Player", rb_cObject); rb_define_singleton_method(cPlayer, "new", player_new, 1); rb_define_method(cPlayer, "player_id", get_player_id, 0); rb_define_method(cPlayer, "x_position", get_player_x_pos, 0); rb_define_method(cPlayer, "y_position", get_player_y_pos, 0); rb_define_method(cPlayer, "z_position", get_player_z_pos, 0); rb_define_method(cPlayer, "x_velocity", get_player_x_vel, 0); rb_define_method(cPlayer, "y_velocity", get_player_y_vel, 0); rb_define_method(cPlayer, "z_velocity", get_player_z_vel, 0); }